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hi there! this is a cool game you've made, i like the concept a lot and i particularly like the mechanic of assembling different combinations of flowers for each customer. since you asked for gameplay feedback in the description, i hope you won't mind if i share a couple of quick thoughts from my experience. please take them with a grain of salt, i'm certainly no expert - but regardless i hope they can be of use to you one way or another.

- the economy of this game seems very unforgiving. a sunflower seed costs 35 gold, and i can make about 50 per objective doing the level 0 "get customers" and "get monies" objectives, once or twice - but doing the level 0 time trial or anything in level 1 it's difficult to recoup my losses. it's pretty easy to wind up in a situation where i can't afford to grow any more flowers, so i've had to reset a few times, and i've haven't yet managed to accumulate enough money to try level 2. sure, running a flower shop is a difficult business. but the current balance makes it feel a little hopeless. at the very least, i'd like to be able to charge more when i'm selling bushes  and cactuses - they cost so much more to grow, but they still only make me 1 money per sale. (of course, i might be missing something, and i admit that my profits might be a little lower than expected because i'm playing on a trackpad today.)

- in theory i like the variety implied by the three objectives "get customers", "get money" and "time trial", but in practice they all play very similarly - i don't do anything different in each one, i just try to sell flowers as fast as i can. this might be a good place to be a little more minimalistic and only offer one objective per level. that might be a little better for game flow, i worry the game might get a bit long and repetitive if i could play farther into it. (of course, i couldn't play the whole way through, so i'm merely speculating.)

- a couple scattered things that bother me. i wish there were a confirmation prompt on the 'reset values' button, as it's easy to click it by accident and lose all my progress. similarly, i think the uncloseable "good bye" dialogue when i press escape is problematic, because it's sometimes instinctual to press escape when i can't figure out how to go back or close a window, and i can't forcing me to refresh the page to keep playing. in general, i wish there were fewer "got it" prompts - it makes sense for the tutorials, but it's a hassle to have to close a popup every time i plant a seed, harvest a flower, or add an item to my shop. i'd like to see you find another way to communicate these things.

- anywhere there's a green bar that increases or decreases in time (customer patience meters, sales mode progress bar) i can increase or decrease it by clicking it. this seems like it might be a bug! (apart from that, the game seems very stable)

- don't worry about the graphics, everything's clear and legible and that's what's most important. be proud of the spritework you've done! i thought the sunflower was particularly pretty. 🌻🌞😎

importantly, i think you've captured something really important about the business of floristry, which is how demanding and precarious it is! thanks for the interesting experience, i'm glad i had it even if it was a little bumpy for me. i look forward to seeing what you make next - keep it up!

(+1)

Thank you! Thank you! Thank you! 


These are very insightful comments!  Loads of things I need to tweak (dificulty, tutorial, Level time bar shouldn't decrease, UI confirmation, earn coins per plant cost and so much more!)


Thank you!!!! I truely appreciate it!